Official servers show a gold server name and a lit radiation icon in the in-game server broswer. Ignore any servers who try and impersonate an official server by some odd spelling of the word "Official" in their server name. The official server list is now fetched dynamically from the web and cached locally on the client. Server identities can be updated without a client patch and the cache refreshes automatically. A fuzzy "Official" name filter has been added to the server browser to block impersonation attempts. Non-official servers whose names approximate "Official" are filtered from results. Verified official servers are unaffected.
Patch 1.2.0
THIS IS AN EXPERIMENTAL VERSION OF MISCREATED.
IT DOES NOT INCLUDE THE OPTIMIZATIONS OF A FINAL RELEASE VERSION.
YOU MAY EXPERIENCE UNEXPECTED STUTTERS, FREEZES, OR CRASHES WHILE USING THIS VERSION.
The main goals of this update are to bring Miscreated more up to date with modern standards, and to increase perfomance in the process.
- Increase server performance - the server can now handle significantly more AI through a suite of CPU optimizations - AI LOD tiers, sliced behavior tree updates, dynamic spawn budgets, and general improvements to the Kythera AI system.
- Increase client performance - greatly reduced draw calls by shadow caster culling, hardware instancing fixes, terrain rendering overhaul, shader improvements, vegetation sprites, cluster instancing, and HLOD.
- General game updates and stabilization enhancements as seen below - including the re-introduction of two-wheeled vehicles, an automated holiday system, and the updated weather system.
Server Browser - Official Server System
Linux Dedicated Server
Miscreated dedicated servers are now available on Linux. Server operators can now host on Linux machines in addition to Windows, broadening hosting options and reducing operating costs for community servers. The Linux server is undergoing testing and will be generally available once it's confirmed stable.
The Linux server is fully featured: player data, structures, and world state persist correctly across server restarts and updates. RCON remote administration is supported, allowing server operators to manage their servers using the same tooling available on Windows.
Crash Reporter
Miscreated now includes a professional crash reporting system built entirely in-house by Entrada Interactive, with no third-party crash reporting services or external dependencies. It covers the Windows game client, Windows dedicated servers, and Linux dedicated servers.
When a crash occurs, the system automatically captures a snapshot of the crash location, the state of the machine at the time of the crash, hardware information such as GPU memory, CPU type, and available system memory, and attaches the most recent game or server log. This report is submitted to Entrada Interactive so the team can identify, reproduce, and fix the underlying issue.
The practical benefit for players is faster fixes. Crashes that would previously go unnoticed or require a manual bug report are now surfaced automatically, giving the team visibility into stability issues across all platforms and server environments.
An example can be viewed on https://crashes.entradainteractive.com
Web RCON Client
A browser-based remote administration tool is now available for Miscreated server operators at https://rcon.miscreatedgame.com. No software installation is required; administrators connect directly from any modern web browser using their server address and admin password. Mobile device display is also supported.
The tool provides a full command interface covering player management (kick, ban, whitelist, reservations), server configuration (name, password, max players, scheduled restarts), live weather and time-of-day control, gameplay rule tuning, faction setup, and broadcast messaging to all players. A real-time player list shows connected players, Steam IDs, and ping. Commands are organized by category with search and autocomplete, and destructive actions such as kicks, bans, and shutdowns require explicit confirmation before executing.
Steam Web API Key
A server provider can now add their own Steam Web API key for use with their servers. Set the sv_steamWebAPIKey variable to your Steam Web API key in the hosting.cfg file. For example: sv_steamWebAPIKey=MY_STEAM_WEB_API_KEY
If a Steam Web API key is provided by the server, then the sv_noBannedAccounts variable can be used again to block Steam accounts with bans from connecting to the server.
Currently, the sv_steamWebAPIKey variable is only used for the sv_noBannedAccounts check, but we may add more Steam Web API functionality in the future.
Weapons
Pump-Action Mechanic
Pump-action shotguns now require a pump cycle between shots. After firing, a fire_cock animation plays before the weapon can fire again. This applies to the Remington 870 Tactical, Sawed-Off Shotgun, Crafted Shotgun, and Crafted Short Shotgun. The AA-12 automatic shotgun is unaffected.
Shell Chambering (Load Shell on End)
Pump shotguns now chamber an extra round at the end of a reload cycle. If the magazine tube is fully loaded and the player has spare ammo in inventory, one additional round is chambered, bringing the total to tube_capacity + 1.
Pellet Spread Modifiers
Shotgun pellet spread now responds dynamically to player state. Five new multipliers are applied to the base spread value: crouch, jump, speed, ironsight, and holding breath. All multipliers stack. For example, crouching while aiming down sights and holding breath applies all three multipliers to the base spread.
Multi-Barrel Support (no current weapon uses more than 1 barrel)
The barrel_count XML parameter (default: 1) multiplies total projectiles per shot (numPellets * barrel_count). Damage and ammo cost scale accordingly. All current shotguns use barrel_count="1", but the system supports multi-barrel weapons.
Tube Capacity
The tube_capacity XML parameter defines how many shells fit in the magazine tube. This is used by the drag-drop reload system and UI to enforce magazine limits. Values differ per weapon.
Bullet Drop Accuracy
Air resistance values for four calibers have been corrected based on real ballistic data. The previous values produced drop curves that diverged significantly from expected trajectories at ranges beyond 200 meters. Corrected calibers are 7.62x39, 5.56x45, .223 Remington, and 5.45x39. The 7.62x51 muzzle velocity has been corrected to its proper value. These changes affect projectile drop over distance for all weapons using these calibers.
UI
Drag-Drop Reload
Ammo piles can now be dragged directly onto a shotgun weapon in the inventory to load it. The system handles:
- First load: Moves the ammo pile into the weapon's magazine slot.
- Top-up: Transfers rounds from a pile to an already-loaded magazine up to tube_capacity.
- Ammo type swap: Ejects the current magazine's rounds back to inventory, then loads the new ammo type. Rounds are not lost.
- Excess rounds: If dragging more rounds than tube_capacity, excess rounds remain as a separate pile in inventory.
Weapon Ammo Count Display
Shotgun weapons now display their current loaded ammo count on the inventory icon. The count updates in real-time when loading, unloading, or firing.
Unload Weapon Context Action
A new "Unload Weapon" right-click context action is available on weapons that have loaded ammo. Unloading plays an unload sound effect and returns the rounds to the player's inventory.
Magazine Storage Hidden
Weapon internal magazine storage categories are no longer visible in the inventory UI. Players interact with weapon ammo through the drag-drop and context action systems instead.
Free Look Camera
Pressing Alt to enter free-look mode has a reduced camera jump when the camera is near the center of the screen. Additionally, third-person free-look no longer drifts after the Alt key is released.
World Interactables
Wooden barrel, lobster cage, and shopping cart objects now have actionable world interactions, allowing players to interact with them as loot or environment objects.
Rendering
Vegetation Sprites
A vegetation billboard/sprite rendering system has been added. Sprites provide efficient distant vegetation rendering using camera-facing textured quads generated from the 3D model. Sprites allow vegetation to be seen at far greater distances.
Vegetation Cluster Instancing
A new intermediate LOD tier between individual tree models and sprites. At configurable distance, trees in spatial proximity are rendered via hardware-instanced draw calls using their lowest-LOD mesh. This dramatically reduces draw calls while preserving 3D depth and parallax that sprites lack.
PBR Leaf Shading with Subsurface Scattering
Vegetation leaves and grass now use physically-based subsurface scattering for more realistic light transmission. Light passing through leaves creates a natural translucency effect, especially visible with strong backlighting (sun behind foliage).
Stochastic Alpha Testing
Replaces hard alpha clip with probabilistic per-pixel alpha testing. LOD transitions and sprite crossfades are significantly smoother, eliminating the harsh popping artifact of binary alpha test.
HLOD Merged Meshes for Extreme Distance
At extreme distances (default 1500m+), individual vegetation sprites are merged into a single billboard mesh per octree node. This collapses potentially hundreds of sprite draw calls into a single draw call per node.
Rain Ripple Fix
Fixed animated texture warnings for rain ripple effects. The texture loader now skips the literal filename load after a sequence has already been loaded, preventing redundant warning spam.
View Distance Increase
Maximum view distance increased from the previous default to 4096 meters. Objects, terrain, and vegetation are now visible at significantly greater distances.
Material Effects
Missing blood and flesh impact effects on AI, animals, and players have been fixed.
Terrain
General Terrain Optimizations
- Redundant sun calculation removed: Eliminated duplicate sun direction/color computation per terrain sector.
- Gamma roundtrip eliminated: Removed unnecessary linear-to-sRGB-to-linear conversion in terrain base color sampling.
- Precache loop optimized: Terrain texture precache loop no longer re-evaluates unchanged sectors every frame.
- Distance culling tightened: Terrain detail materials now properly cull based on configured view distance instead of always rendering.
- Temporary allocation pool: Terrain render setup uses a frame-local pool allocator instead of per-draw heap allocations.
Geomorphing (Smooth LOD Transitions)
Terrain LOD transitions now blend smoothly between detail levels using vertex morphing. When a terrain sector switches LOD, vertices interpolate between the high-detail and low-detail positions over a transition zone instead of popping.
Anisotropic Filtering
Terrain base texture samplers now use anisotropic filtering, reducing texture blur on terrain surfaces viewed at steep angles.
Forward Layer Suppression
Redundant forward-pass terrain layer draws are eliminated. When terrain detail layers have already been composed during the G-Buffer pass, the forward pass skips re-drawing them. This reduces overdraw for multi-layer terrain sectors.
Vertex Cache
Terrain sectors now cache built vertex data. When only neighbor border stitching changes (not the sector's own LOD), only the border vertices are updated.
Splatmap Infrastructure
Added splatmap generation for terrain detail layers, enabling smooth multi-material blending in the forward pass. The splatmap encodes per-pixel material weights using a palette-based system with proper UV mapping.
Clipmap Geometry (Infrastructure)
Added a clipmap geometry data structure with 5 LOD levels (129x129 vertex grids) and a toroidal update system for camera-relative grid updates. This is infrastructure for future terrain rendering improvements.
Client
Steam Not Installed
The game now displays a message box when Steam is not installed instead of silently failing.
Server & Networking
Steam Not Installed
The game now displays a message box when Steam is not installed instead of silently failing.
Steam Authentication
Silent client disconnect on timeout has been fixed by correctly cleaning up EndAuthSession leaks when a client disconnects. All SteamGameServer() calls are guarded by an IsConnectedToSteam() check to prevent the server from hanging when the Steam backend interface is temporarily unavailable. BeginAuthSession errors now log descriptive messages rather than silent failures.
DDoS Mitigation
Rate limiting has been applied to game-port query responses in the NetNub query handler, supplementing the A2S_INFO reflection mitigation applied in the updated Steam DLLs.
Server Status
The server status line displayed in the server window now shows the active gamerules instead of the mission name.
Shadow & Draw Call Optimization
Per-Cascade Shadow Caster Culling
Shadow maps now cull small objects from distant cascades. Each cascade multiplies a minimum radius threshold by its cascade index, skipping objects too small to meaningfully contribute to shadows at that distance.
Per-Cascade Shadow LOD Bias
Shadow-casting meshes are simplified by e_ShadowsLodBiasFixed LOD levels when rendering into shadow maps. This reduces polygon count for shadow geometry without visibly affecting shadow quality.
Shadow Pass Hardware Instancing Fix
Identical shadow-casting meshes are now properly batched into instanced draw calls.
DX11 Draw Call Reduction
Lowered the geometry instancing threshold (r_GeomInstancingThreshold) to allow hardware instancing to trigger with fewer identical items per batch. Combined with shadow cache fixes and the instancing unblock above, this significantly reduces CPU draw call overhead.
Kythera AI
Sliced Updates
Kythera BehaviorState (behavior tree ticking) and PerceptionVisual (visual perception queries) now run on alternating frames instead of every frame. This halves the per-frame CPU cost of AI decision-making and perception for all Kythera-managed entities.
Raycast Budget
AI perception raycasts now have a per-frame submission budget with a reduced maximum number of outstanding requests. This prevents raycast floods when many AI entities are active simultaneously.
Distance-Based LOD Tiers
AI update frequency now scales with distance from the nearest player. A player position cache is updated each frame in the Kythera integration layer. Both behavior tree ticking and perception queries check distance before processing. Combat-locked entities (currently in combat) are exempt from LOD demotion and always update at full rate.
Distance-Based Behavior Reduction
A new AI LOD system reduces the behavior tree and physics cost of distant AI entities. AI beyond the Tier 1 distance uses simplified patrol and idle behavior. AI beyond the Tier 2 distance uses minimal behavior with physics disabled. Entities currently in combat are locked at their tier and exempt from LOD demotion while combat is active. CharacterMotionController (CMC) requests are blocked at the source for LOD-reduced AI to prevent movement requests from queuing during the period when physics is disabled.
Physics LOD for Distant AI
AI animals beyond 100m have their physics disabled entirely. Physics re-enables at 80m with a ground validation raycast to ensure proper placement. Kythera movement is frozen while physics is off to prevent desync. Physics is force re-enabled before death to ensure ragdoll works correctly. These CVars are dedicated server only.
Network Synchronization
Client-side AI interpolation now uses graduated position correction rather than a teleport threshold. Previously a 3-meter position error would cause a visible snap. Direction changes now trigger additional server position updates to keep client representations accurate, and rubber-banding thresholds have been relaxed.
Recast Navigation Mesh Fix
Fixed the ear-clipping triangulator failing on contours with collinear vertices. Added a fallback pass using diagonalie-only test when the strict diagonal check finds no valid ear. Prevents bad triangulation in nav mesh generation.
Melee Rotation
AI entities engaged in melee combat now correctly face the player they are attacking. The target entity ID is passed through the animation action interface and via RMI to the client so both server and client apply the same rotation. The facing direction is captured at animation start rather than re-evaluated each frame, so the character does not rubber-band during the swing.
Other Animal Fixes
Mutant Alert behavior tree: Mutants no longer ignore targets they had previously tracked. The Mutant search state loop is now limited to 5 iterations so mutants return to Idle after searching rather than looping indefinitely. All behavior trees have been cleaned up and improved. Donkey and Ram have been added to the islands map. AI animal positions are now force-synced periodically so idle wander animations are visible to clients. MutantDog behavior has been updated to include the missing Demolish state and OnSignal handlers in Seek and Combat states.
Performance impact:
Significant server CPU reduction when many AI are active. Entities beyond 100m have near-zero per-frame cost. Combined with sliced updates and raycast budgeting, the server can sustain significantly higher AI populations.
Weather Perception and Footsteps
Fog, blizzard, dust, rain, and wind now reduce AI visual and audio detection ranges via per-weather multipliers. Sixteen weather patterns have been tagged with environmental perception values. AI can now hear player footsteps through a server-side stimulus, decoupled from client animation events. The footstep detection radius scales with the weather audio multiplier so adverse weather provides a combined stealth benefit.
Player Perception
The AI perception ray now stops at vegetation surfaces. Previously the pierceability mask allowed sight rays to pass through foliage geometry, letting AI detect players sheltering in dense vegetation. The fix wires the correct pierceability flags so vegetation blocks the perception ray.
Vegetation Bending
AI now bends foliage as they move through it, so dense grass and bushes react correctly to AI movement rather than being visually ignored.
AI Spawning & Population Management
AI Spawn System
The AI spawner system has been overhauled with dynamic population scaling, intelligent spawn/despawn behavior, and server performance safeguards. All configurable via server CVars.
Spawn Queue & Throttle
SpawnEntitiesInSector is now queued instead of synchronous. When players activate multiple sectors simultaneously, spawns are spread across frames via a per-frame budget. This prevents frame spikes during sector activation.
Dynamic AI Budget Scaling
The static AI cap is replaced with a formula-based maximum that scales with connected player count. The budget is recomputed once per second. A reserve is subtracted from the grid spawning budget to ensure event and invasion AI always have available slots.
Combat-Aware Despawning
AI that has taken damage recently is skipped during sector deactivation. This prevents enemies from vanishing mid-fight when a sector boundary is crossed. Combat-protected entities are tracked separately and force-despawned once combat ends.
State Cache & Position-Aware Despawn
Despawned AI now preserves its actual position instead of resetting to spawner origin. Dead AI delays respawn via tiered TTLs. Alive AI that gets despawned restores cached health on respawn.
Per-Zone Cooldown Timers
Cleared areas stay empty for a cooldown period after kills. Sector cooldown is set on AI kill and checked before spawning. No AI spawning occurs within a fixed area around player-built structures.
Sightline Spawn Check
AI no longer pops into view. Before spawning, the system checks if any player can see the spawn point using a behind-check and dot product with view direction. If visible, the spawn is deferred to next frame.
Sector Migration
AI that walks into a different sector now updates its sector tracking. This prevents incorrect despawn when an entity's birth sector deactivates while the entity is in a still-active sector.
Animal Spawner Throttle
A soft shared throttle reduces animal spawn rate when the combined AI + animal count is high. Predators (wolves, bears) are exempt from throttle.
Config Tuning
Default asm_percent raised from 33 to 50 to activate more potential AI spawn locations across the map.
AI Brute Alpha Pack
The Brute Alpha Pack system introduces coordinated pack behavior for the Brutes.
Pack coordination behavior includes a spawn roar that triggers before pack formation, sequenced mutant wave dispatch, and coordinated target acquisition. Additional behaviors add scatter on alpha death, a retreat roar when the alpha drops below 35% health, sector-based rock throwers, and last stand polish.
AI Wolf Pack
The wolf AI system has been overhauled with cooperative pack roles, improved combat dynamics, and significantly more robust behavior tree execution.
Role System
Pack wolves are assigned one of three roles: alpha, beta, or ambusher. Each role has dedicated behavior tree branches. The alpha leads direct pursuit and attacks; betas support and flank; ambushers circle to attack from unexpected angles.
Pack Mechanics
Pack wander uses a shorter radius with matching speeds across all roles to keep the group physically together. The assembly howl is now triggered only when pack spread exceeds 20 meters to reassemble the pack more aggressively on varied terrain.
Combat Dynamics
Wolves apply a relay pursuit pattern where members take turns closing distance while others circle. A feint branch (pack only) adds directional misdirection before committing to an attack.
Hit Reactions and Death
The damage signal is now handled in Idle and Alert states, transitioning wolves into combat immediately when struck. On pack member death, nearby wolves briefly scatter before resuming combat.
AI Deer Behavior
Deer flee behavior now find better flee points, reacts earlier to threats, flees farther, and pauses less frequently.
AI Death and Ragdoll
AI entities now correctly enter ragdoll on death. The hitImpulse variable was uninitialized and always read as zero; a fallback downward impulse is now applied when no hit force is available. Mannequin animation processing is stopped after death to prevent the animation system from fighting physics, the movement controller is reset, and ragdoll stiffness is reduced from 100 to 0 for limp bodies. AI are now guarded against repeated OnHit and OnEntityKilled calls after death. Ragdoll corpse positions are synced from the server to all clients when the body settles.
Airdrops
Airdrop smoke particles now remain visible at up to 10 km using a giant billboard pillar with a near-detail layer. A color correction fixes the smoke rendering with a saturated red/green tint; night-time visibility is also improved. The airdrop plane now applies client-side position smoothing to eliminate network jitter. The airdrop crate applies the same smoothing during the parachute fall phase.
NVIDIA DLSS Integration (disabled by default)
NVIDIA Deep Learning Super Sampling (DLSS) is now available for RTX GPU owners using the NGX SDK v3.8.10. DLSS uses AI-powered temporal upscaling to render at a lower internal resolution and reconstruct a higher-quality output image, providing potential FPS gains with minimal visual quality loss.
Quality Modes
Five modes are available via the r_DLSS variable in your .cfg file. No UI support to adjust it at runtime currently exists.
| # | Mode | Description |
|---|---|---|
| 0 | Off | DLSS disabled. Standard rendering pipeline. |
| 1 | DLAA | Deep Learning Anti-Aliasing. Renders at native resolution with AI-enhanced AA. Best quality, no performance gain from upscaling. |
| 2 | Quality | Renders at 67% resolution. Best balance of quality and performance. |
| 3 | Balanced | Renders at 58% resolution. Moderate quality/performance trade-off. |
| 4 | Performance | Renders at 50% resolution. Significant FPS increase. |
| 5 | Ultra Performance | Renders at 33% resolution. Maximum FPS, lowest quality. |
Requirements: NVIDIA RTX GPU (GeForce RTX 30 series or newer). The nvngx_dlss.dll (v3.8.10) is included in the game binaries directory.
| CVar | Type | Default | Description |
|---|---|---|---|
| r_DLSSSharpness | float | 0.0 | Post-upscale sharpening. 0.0 = none (DLSS handles internally), |
Weather System
Client-Side Interpolation
Weather pattern progress and time-of-day are now extrapolated between server network updates on clients. Previously, clients snapped to the server-reported weather state once per second, causing visible jumps in fog density, sky color, and time-of-day lighting. Extrapolation smooths these transitions entirely, with server updates only correcting drift rather than producing visible snaps.
New Weather Patterns
Fireflies ApproachingStorm MorningMist AuroraBorealis DustStorm VolcanicHaze FreezingRain SwampGas NuclearSunset RadMist RadMist_Peak HeatWave BallLightning EmberDrift LightSnowFlurry MidnightGale AcidDrizzle FireflySwarm GloomyOvercast EarlyFrost BloodMoon
ClearSky and ClearSkyWindy probabilities have been reduced to make room for the new patterns. Minor ambient wind audio has been added to MediumFog and HeavyFog patterns.
Server Command Fixes
wm_startpattern on dedicated server now correctly enforces time-of-day limits and danger zone restrictions. A night-wrap logic inversion in OnServerStartWeather that caused the TOD limit check to behave backwards has been fixed.
Radiation
Radiation values for all weather types have been severly reduced. Prior values were tuned too aggressively and were lethal to players caught in prolonged exposure outside of endgame scenarios. They are still dangerous, just not as deadly.
Holiday Event System
A date-based holiday event system is now active. HolidayManager reads a configuration file defining holiday date ranges by month and day, along with associated data directories. When a holiday is active, its recipe files overwrite the base game recipe files in the appropriate locations. When the holiday ends, the originals are restored. Destinations without a corresponding source file are silently skipped so missing holiday content does not produce errors. The system is integrated with Lua via ScriptBind, and scripts can call GetActiveHoliday() to query the currently active holiday.
Configured holiday events will begin and end without any need of restarting the server.
Jack-o-Lantern Helmet and jack_o_lantern crafting recipes have been moved to the Halloween holiday configuration and removed from the base Recipes.xml, so they are only craftable during the Halloween event window.
Gameplay
Sprinting
Sprinting now resumes automatically after a reload completes if the sprint key is still held. Previously the sprint state was not restored, requiring the player to release and re-press the sprint key after every reload.
Swim sprinting no longer fails to engage on initial water entry. The sprint input is now correctly recognized when transitioning from land to water.
Vehicles
Vehicle Spawning
Bicycle and dirtbike spawners have been restored after being temporarily replaced with quadbike as a crash workaround.
Vehicle Physics
Dirtbike low-gear torque and axle friction have been tuned. A bicycle maximum speed calculation bug has been fixed. A full second-tier tuning pass covers all vehicles for engine braking, standing grip, and per-vehicle differentiation to give each vehicle a distinct handling character.
Weather now affects vehicle dynamics: rain reduces grip, snow reduces grip and friction, wind applies lateral push, and low temperatures reduce acceleration. An intermittent no-movement bug on the bicycle caused by stale wheel radii not being re-validated on driver entry has been fixed.
Bike Entry Prompt
The bicycle and dirtbike entry prompt now works correctly in several edge cases that previously produced no prompt or a stuck prompt. Bikes lying flat after ejection, bikes resting on slopes, and bikes near terrain slope boundaries all show the prompt correctly.
Vehicle Cameras
Third-person camera distance is now set for jetski and quadbike seats. Scroll-wheel zoom is available in all vehicles, including bicycles and dirt bikes. The bicycle and dirtbike third-person camera now uses a low-pass filter on the look-at target, smoothing jitter from small terrain undulations during riding.
Tow Cable System
The tow cable now uses a spring-damper constraint in place of a hard rope snap, producing smooth tension behavior under load. The constraint runs on all machines rather than server-only so the towing driver simulates correct physics after authority delegation. The tow rope is now visible to all clients.
On detach, the towed entity receives a damping impulse to eliminate post-release vibration, is force-slept to stop contact solver oscillation, and receives angular damping to prevent free-spin.
Vehicle Audio - Wheel Spin
Audio now tracks what the engine is actually doing, so loosing grip, burnouts, getting stuck, and landing from jumps sound natural instead of spiking to top-speed noise. The audio also reflects gear shifts.
Vehicle Wheel Particles
Wheel slip particles have been overhauled. Slip-spawn rates are dramatically boosted on wheelspin and surface effects are now selected per surface type. Snow surfaces use dedicated snow variants, and the full set of ground surface effects has been wired so wheels emit the correct dust, mud, gravel, sand, snow, or water spray.
Particle intensity now scales with weather: rain produces heavier spray, and surface selection respects the active weather state.
Surface Effecs
Wheel ground effect particle sizes are now scaled proportional to wheel radius. Previously all wheels used a fixed effect size, making dust and debris effects look wrong on large or small wheels.
Wheels
Adding or removing a wheel via inventory no longer causes a physics jolt on the vehicle. The underlying impulse call has been replaced with a gentle wake request, producing a smoother transition.
Two-Wheeled Vehicle Physics
Unified Roll Stabilization
Two-wheeled vehicles (bicycles, motorcycles) now use a unified roll stabilization system. The previous conflicting balance systems have been replaced with a single PD (proportional-derivative) controller that targets a lean angle proportional to speed and steering input.
Server Crash Protection
All bike physics impulses are clamped to safe ranges, all divisions are guarded against zero, and NaN values are detected and rejected. This prevents server crashes from degenerate physics states.
Dirtbike Wheelie
The dirtbike supports a sprint-start wheelie when pressing shift from a standstill. The wheelie uses direct orientation control for stable pitch management. Sustained extreme pitch angles will eject the rider. Gravity handles the natural recovery when the wheelie input is released.
Bicycle
The bicycle no longer stalls after remounting. Stale physics state from the previous drive session was preventing the wheel drive from engaging.
Animation Pipeline Fix
Fixed the animation IMG/DBA pipeline for release builds. This fixes loading stalls at runtime due to dynamically loaded animation assets.
Branding
The Miscreated icons are now used for the Miscreated.exe and Miscreated_Server.exe files.